Base Class: Fighter
Thrust across the space between worlds, Realm Warpers are people who fought tooth and nail to survive in the Void before being shunted back to the material plane. Now, they bolster their martial prowess with the ability to rip and bend space, fighting to safeguard the material plane from creatures that lurk beyond.
Alternatively, Realm Warpers are trained by certain organizations meant to safeguard travels across places like the Void, especially when intending to travel in spaces outside the regular flow of time.
Field Duty
You have learned to survive under the weirdest conditions. At 3rd level, you gain proficiency in either Medicine or Survival. Alternatively, you may instead choose to be proficient in artisan's tools of your choice.
Artisan's Tools Proficiency
You are proficient in an artisan's tool of your choice.
Medicine Proficiency
You are proficient in Medicine.
Surivival Proficiency
You are proficient in Survival.
Energy Cycle
Also at third level, once per rest you may choose one simple or martial melee weapon to Charge with your Void-touched power. Charging a weapon takes an hour, which can be done during a short or long rest. When you make a melee or thrown attack roll against a creature with this weapon, gain 3 Charge, up to a maximum of 10. Each individual Charge count lasts for one minute. Thrown Charged weapons automatically return to your hand. This weapon remains Charged until either you choose to Charge a different weapon, or you die. A weapon that neither has the heavy, reach, nor two-handed properties can be given the thrown property after being Charged.
Charge can be spent in the following ways:
- Ripple: When rolling damage with your Charged weapon, you may spend 1 Charge as a free action to turn the damage type into force for the rest of the turn.
- Charged Leap: As a bonus action, you may spend 4 Charge to increase your long jump distance by half of your movement speed until the start of your next turn. Jumping this way does not spend any remaining movement until the start of your next turn. If you make an attack roll within the same turn of jumping this way, gain advantage on the first attack roll.
- Energy Current: When taking the attack action on your turn, you may spend 7 Charge to gain advantage when rolling for your attacks. Attacks that hit this way deal extra force damage equal to your proficiency modifier.
Rip Space
Either as an action where you spend half of your movement speed, or as a free action after making an attack roll with your Charged weapon, you create a tear in reality from where your Charged weapon is. The tear is at most 10 feet tall and five feet wide, can occupy the space of another creature, and lasts for one minute. You can create at most one tear per round, up to a maximum of two tears active. If you try to create a third tear, you will have to choose which tear to close.
When a second tear is active, both tears become portals that, when entered, lead into each other based on the direction you enter them. Both tears must be within 60 feet of each other to activate this feature. If you go through the portals, gain 2 Charge (once per round). You may close one or both tears as a bonus action.
If a creature is within a tear's space when it closes, it must make a Dexterity saving throw equal to 8 + your strength or dexterity modifier + your proficiency modifier or take 1d6 force damage on a failed save. At level 7, this damage increases to 2d6, then again at level 11 to 3d6.
Avoidance
Starting at 7th level, when you take the dodge action on your turn, gain 2 Charge. Gain 1 more Charge whenever an attack roll against you misses (maximum of 3 Charge gained this way).
Additionally, gain the following options to spend Charge on:
- Deploy Barrier: As a bonus action, spend between 2 to 5 Charge to gain temporary hit points equal to the spent Charge multiplied by your proficiency modifier. A number of allies equal to your proficiency modifier within 20 feet also gain the temporary hit points.
- Overcharge: Once per turn, when rolling for damage with your Charged weapon, you may spend at least 2 Charge to add one more weapon die to the roll. For every 2 Charge spent beyond the initial 2, add one more weapon die to the roll. If 4 or more Charge was used in the attack, you end your turn immediately and next round you are unable to take actions, bonus actions, free actions, or reactions, and your movement speed is reduced to 0.
Entangled Phenomena Restoration
Starting at level 10, your maximum Charge count increases to 15. Additionally, gain the following bonuses:
- Your Charged weapon gains +1 to attack and damage rolls (stacking with whatever bonuses it may already have).
- Charged Leap now grants you bonus long jump distance equal to your full movement speed, rather than only half of it. This bonus does not count towards your total movement for the turn.
- Whenever you use Second Wind, you also gain 3 Charge.
- When using Rip Space to create the first tear using half of your movement speed, you may create the second tear within 60 feet of the first tear as an action rather than as a free action after an attack with your Charged weapon.
Dimension Shredder
Starting at 15th level, you can create two tears with Rip Space per turn, instead of one. The second tear costs 5 Charge to create. If they both overlap the same space, they instantly collapse and creatures of your choosing within 20 feet of the tears must make a Dexterity saving throw or be knocked prone and pulled towards where the tears were and take 4d6 force damage. This can occur a number of times per day equal to your proficiency bonus.
Additionally, when you use your Action Surge you may spend 10 Charge to cast Haste on yourself at the same time. You may also instead spend 15 Charge to no longer require to concentrate on Haste, as well as being immune to the effects of Haste ending. You may only cast Haste this way once per dawn.
Wayward Passenger
Starting at 18th level, your maximum Charge count increases to 20.
You can create up to three tears with Rip Space, rather than two. The third tear must be within 60 feet of the other two tears.
Additionally, as an action you may spend 10 Charge to create all three tears in space (or close any previous tears in favor of opening new ones) within 30 feet of you before immediately diving into the closest one (no movement required). You concentrate in maintaining the tears as if you were concentrating on a spell for at most a minute, after which all portals would close and forcibly shunt you out at a randomly selected portal. While within the portals, you gain the following benefits:
- When being targeted by an attack roll, a single target spell, or any similar magical effect, roll a d20. If three portals are open, rolling a 6 or higher means you are not affected and the attack, spell, or effect is wasted. If two portals are open, rolling a 10 or higher means you are not affected and the attack, spell, or effect is wasted.
- You are protected by any area of effect damage or condition, and can only be hurt by single target attacks, spells, or similar effects.
- You may attack from any of the portals, with an extended reach of 15 more feet for your Charged weapon attacks. You deal bonus damage on attacks made with your Charged weapon as if you were under the effects of Energy Current.
- You may Hide as a bonus action.
Portals made this way have AC equal to 10 + your strength modifier and hit points equal to adding your strength and constitution modifiers together before multiplying by your proficiency bonus. They have resistance to all damage and can only be destroyed using magical weapon attacks.
You may only do this once per day.
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